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  1.  
  2. #######################################################################
  3. # +-----------------------------------------------------------------+ #
  4. # | Biome Inheritance | #
  5. # +-----------------------------------------------------------------+ #
  6. #######################################################################
  7.  
  8. # This should be the value of the biomeConfig you wish to extend.
  9. # The extended config will be loaded, at which point the configs included below
  10. # will overwrite any configs loaded from the extended config.
  11. BiomeExtends:
  12.  
  13. # When set to true, all resources of the parent biome (if any) will be copied
  14. # to the resources queue of this biome, except for saplings. If a resource in
  15. # the parent biome looks very similar to that of a child biome (for example,
  16. # two ores of the same type it won't be copied.
  17. ResourceInheritance: true
  18.  
  19.  
  20. #######################################################################
  21. # +-----------------------------------------------------------------+ #
  22. # | Biome placement | #
  23. # +-----------------------------------------------------------------+ #
  24. #######################################################################
  25.  
  26. # Biome size from 0 to GenerationDepth. Defines in which biome layer this biome will be generated (see GenerationDepth).
  27. # Higher numbers give a smaller biome, lower numbers a larger biome.
  28. # How this setting is used depends on the value of BiomeMode in the WorldConfig.
  29. # It will be used for:
  30. # - normal biomes, ice biomes, isle biomes and border biomes when BiomeMode is set to BeforeGroups
  31. # - biomes spawned as part of a BiomeGroup when BiomeMode is set to Normal.
  32. # For biomes spawned as isles, borders or rivers other settings are available.
  33. # Isle biomes: BiomeSizeWhenIsle (see below)
  34. # Border biomes: BiomeSizeWhenBorder (see below)
  35. # River biomes: RiverSize (see WorldConfig)
  36. BiomeSize: 9
  37.  
  38. # Biome rarity from 100 to 1. If this is normal or ice biome - chance for spawn this biome then others.
  39. # Example for normal biome :
  40. # 100 rarity mean 1/6 chance than other ( with 6 default normal biomes).
  41. # 50 rarity mean 1/11 chance than other
  42. # For isle biomes see the BiomeRarityWhenIsle setting below.
  43. # Doesn`t work on Ocean and River (frozen versions too) biomes when not added as normal biome.
  44. BiomeRarity: 75
  45.  
  46. # The hexadecimal color value of this biome. Used in the output of the /otg map command,
  47. # and used in the input of BiomeMode: FromImage.
  48. BiomeColor: #FF0000
  49.  
  50. # Replace this biome to specified after the terrain is generated.
  51. # This will make the world files contain the id of the specified biome, instead of the id of this biome.
  52. # This will cause saplings, colors and mob spawning work as in specified biome.To replace to minecraft biomes use resourcelocation notation, for instance: minecraft:plains.
  53. ReplaceToBiomeName: minecraft:hell
  54.  
  55. ####################
  56. # Isle biomes only #
  57. ####################
  58.  
  59. # To spawn a biome as an isle, you need to add it first to the
  60. # IsleBiomes list in the WorldConfig.
  61.  
  62. # List of biomes in which this biome will spawn as an isle.
  63. # For example, Mushroom Isles spawn inside the Ocean biome.
  64. IsleInBiome: Ocean, Deep Ocean
  65.  
  66. # Size of this biome when spawned as an isle biome in BiomeMode: Normal.
  67. # Valid values range from 0 to GenerationDepth.
  68. # Larger numbers give *smaller* islands. The biome must be smaller than the biome it's going
  69. # to spawn in, so the BiomeSizeWhenIsle number must be larger than the BiomeSize of the other biome.
  70. BiomeSizeWhenIsle: 9
  71.  
  72. # Rarity of this biome when spawned as an isle biome in BiomeMode: Normal.
  73. BiomeRarityWhenIsle: 25
  74.  
  75. ######################
  76. # Border biomes only #
  77. ######################
  78.  
  79. # To spawn a biome as a border, you need to add it first to the
  80. # BorderBiomes list in the WorldConfig.
  81.  
  82. # List of biomes this biome can be a border of.
  83. # For example, the Beach biome is a border on the Ocean biome, so
  84. # it can spawn anywhere on the border of an ocean.
  85. BiomeIsBorder:
  86.  
  87. # List of biomes that cancel spawning of this biome.
  88. # For example, the Beach biome will never spawn next to an Extreme Hills biome.
  89. NotBorderNear:
  90.  
  91. # Size of this biome when spawned as a border biome in BiomeMode: Normal.
  92. # Valid values range from 0 to GenerationDepth.
  93. # Larger numbers give *smaller* borders. The biome must be smaller than the biome it's going
  94. # to spawn in, so the BiomeSizeWhenBorder number must be larger than the BiomeSize of the other biome.
  95. BiomeSizeWhenBorder: 155
  96.  
  97. #######################################################################
  98. # +-----------------------------------------------------------------+ #
  99. # | Terrain height and volatility | #
  100. # +-----------------------------------------------------------------+ #
  101. #######################################################################
  102.  
  103. # BiomeHeight mean how much height will be added in terrain generation
  104. # It is double value from -10.0 to 10.0
  105. # Value 0.0 equivalent half of map height with all other default settings
  106. BiomeHeight: 2.5
  107.  
  108. # Biome volatility.
  109. BiomeVolatility: 3.0
  110.  
  111. # Smooth radius between biomes. Must be between 0 and 32, inclusive. The resulting
  112. # smooth radius seems to be (thisSmoothRadius + 1 + smoothRadiusOfBiomeOnOtherSide) * 4 .
  113. # So if two biomes next to each other have both a smooth radius of 2, the
  114. # resulting smooth area will be (2 + 1 + 2) * 4 = 20 blocks wide.
  115. SmoothRadius: 2
  116.  
  117. # If this value is greater than 0, then it will affect how much, on average, the terrain will rise before leveling off when it begins to increase in elevation.
  118. # If the value is less than 0, then it will cause the terrain to either increase to a lower height before leveling out or decrease in height if the value is a large enough negative.
  119. MaxAverageHeight: 0.0
  120.  
  121. # If this value is greater than 0, then it will affect how much, on average, the terrain (usually at the ottom of the ocean) will fall before leveling off when it begins to decrease in elevation.
  122. # If the value is less than 0, then it will cause the terrain to either fall to a lesser depth before leveling out or increase in height if the value is a large enough negative.
  123. MaxAverageDepth: 0.0
  124.  
  125. # Another type of noise. This noise is independent from biomes. The larger the values the more chaotic/volatile landscape generation becomes.
  126. # Setting the values to negative will have the opposite effect and make landscape generation calmer/gentler.
  127. Volatility1: 0.0
  128.  
  129. Volatility2: 0.0
  130.  
  131. # Adjust the weight of the corresponding volatility settings. This allows you to change how prevalent you want either of the volatility settings to be in the terrain.
  132. VolatilityWeight1: 2.5
  133.  
  134. VolatilityWeight2: 2.45
  135.  
  136. # Disable all noises except Volatility1 and Volatility2. Also disable default block chance from height.
  137. DisableBiomeHeight: false
  138.  
  139. # List of custom height factors, 17 double entries, each controls about 7
  140. # blocks height, starting at the bottom of the world. Positive entry - larger chance of spawn blocks, negative - smaller
  141. # Values which affect your configuration may be found only experimentally. Values may be very big, like ~3000.0 depends from height
  142. # Example:
  143. # CustomHeightControl:0.0,-2500.0,0.0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0,0.0
  144. # Makes empty layer above bedrock layer.
  145. CustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0
  146.  
  147.  
  148. #######################################################################
  149. # +-----------------------------------------------------------------+ #
  150. # | Rivers | #
  151. # +-----------------------------------------------------------------+ #
  152. #######################################################################
  153.  
  154. # There are two different river systems - the standard one and the improved one.
  155. # See the ImprovedRivers settting in the WorldConfig. Both modes have different
  156. # river settings, so carefully read the headers to know which settings you can use.
  157.  
  158. ########################
  159. # ImprovedRivers:false #
  160. ########################
  161.  
  162. # Only available when ImprovedRivers is set to false in the WorldConfig.
  163. # Sets which biome is used as the river biome.
  164. RiverBiome:
  165.  
  166. #######################
  167. # ImprovedRivers:true #
  168. #######################
  169.  
  170. # Only available when ImprovedRivers is set to true in the WorldConfig.
  171.  
  172. # Works the same as BiomeHeight (scroll up), but is used where a river is generated in this biome
  173. RiverHeight: -2.0
  174.  
  175. # Works the same as BiomeVolatility (scroll up), but is used where a river is generated in this biome
  176. RiverVolatility: 0.1
  177.  
  178. # Works the same as WaterLevelMax (scroll down), but is used where a river is generated in this biome
  179. # Can be used to create elevated rivers
  180. RiverWaterLevel: 63
  181.  
  182. # Works the same as CustomHeightControl (scroll up), but is used where a river is generated in this biome
  183. RiverCustomHeightControl: 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0
  184.  
  185.  
  186. #######################################################################
  187. # +-----------------------------------------------------------------+ #
  188. # | Blocks | #
  189. # +-----------------------------------------------------------------+ #
  190. #######################################################################
  191.  
  192. # Change this to generate something else than stone in the biome.
  193. StoneBlock: NETHERRACK
  194.  
  195. # Surface block, usually GRASS.
  196. SurfaceBlock: NETHERRACK
  197.  
  198. # Block from stone to surface, like dirt in most biomes.
  199. GroundBlock: NETHERRACK
  200.  
  201. # Setting for biomes with more complex surface and ground blocks.
  202. # Each column in the world has a noise value from what appears to be -7 to 7.
  203. # Values near 0 are more common than values near -7 and 7. This setting is
  204. # used to change the surface block based on the noise value for the column.
  205. # Syntax: SurfaceBlockName,GroundBlockName,MaxNoise,[AnotherSurfaceBlockName,[AnotherGroundBlockName,MaxNoise[,...]]
  206. # Example: SurfaceAndGroundControl: STONE,STONE,-0.8,GRAVEL,STONE,0.0,DIRT,DIRT,10.0
  207. # When the noise is below -0.8, stone is the surface and ground block, between -0.8 and 0
  208. # gravel with stone just below and between 0.0 and 10.0 there's only dirt.
  209. # Because 10.0 is higher than the noise can ever get, the normal SurfaceBlock
  210. # and GroundBlock will never appear in this biome.
  211.  
  212. # Alternatively, you can use Mesa, MesaForest or MesaBryce to get blocks
  213. # like the blocks found in the Mesa biomes.
  214. SurfaceAndGroundControl:
  215.  
  216. # Replace Variable: (blockFrom,blockTo[:blockDataTo][,minHeight,maxHeight])
  217. # Example :
  218. # ReplacedBlocks: (GRASS,DIRT,100,127),(GRAVEL,GLASS)
  219. # Replace grass block to dirt from 100 to 127 height and replace gravel to glass on all height
  220. ReplacedBlocks: None
  221.  
  222. ################################
  223. # Water / Lava & Frozen States #
  224. ################################
  225.  
  226. # Set this to false to use the "Water / Lava & Frozen States" settings of this biome.
  227. UseWorldWaterLevel: true
  228.  
  229. # Set water level. Every empty between this levels will be fill water or another block from WaterBlock.
  230. WaterLevelMax: 150
  231.  
  232. WaterLevelMin: 0
  233.  
  234. # Block used as water in WaterLevelMax
  235. WaterBlock: STATIONARY_LAVA
  236.  
  237. # Block used as ice. Ice only spawns if the BiomeTemperture is low enough.
  238. IceBlock: ICE
  239.  
  240. # Block used as cooled or frozen lava.
  241. # Set this to OBSIDIAN for "frozen" lava lakes in cold biomes
  242. CooledLavaBlock: STATIONARY_LAVA
  243.  
  244.  
  245. #######################################################################
  246. # +-----------------------------------------------------------------+ #
  247. # | Visuals and weather | #
  248. # +-----------------------------------------------------------------+ #
  249. #######################################################################
  250.  
  251. # Most of the settings here only have an effect on players with the client version of Open Terrain Generator installed.
  252. # Biome temperature. Float value from 0.0 to 2.0.
  253. # When this value is around 0.2, snow will fall on mountain peaks above y=90.
  254. # When this value is around 0.1, the whole biome will be covered in snow and ice.
  255. # However, on default biomes, this won't do anything except changing the grass and leaves colors slightly.
  256. BiomeTemperature: 2.0
  257.  
  258. # Biome wetness. Float value from 0.0 to 1.0.
  259. # If this biome is a custom biome, and this value is set to 0, no rain will fall.
  260. # On default biomes, this won't do anything except changing the grass and leaves colors slightly.
  261. BiomeWetness: 0.0
  262.  
  263. # Biome sky color.
  264. SkyColor: #7BA5FF
  265.  
  266. # Biome water color multiplier.
  267. WaterColor: #FFFFFF
  268.  
  269. # Biome grass color.
  270. GrassColor: #FFFFFF
  271.  
  272. # Whether the grass color is a multiplier.
  273. # If you set it to true, the color will be based on this value, the BiomeTemperature and the BiomeWetness.
  274. # If you set it to false, the grass color will be just this color.
  275. GrassColorIsMultiplier: true
  276.  
  277. # Biome foliage color.
  278. FoliageColor: #FFFFFF
  279.  
  280. # Whether the foliage color is a multiplier. See GrassColorIsMultiplier for details.
  281. FoliageColorIsMultiplier: true
  282.  
  283.  
  284. #######################################################################
  285. # +-----------------------------------------------------------------+ #
  286. # | Resource queue | #
  287. # +-----------------------------------------------------------------+ #
  288. #######################################################################
  289.  
  290. # This section control all resources spawning after terrain generation.
  291. # The resources will be placed in this order.
  292.  
  293. # Keep in mind that a high size, frequency or rarity might slow down terrain generation.
  294.  
  295. # Possible resources:
  296. # DoResourceInheritance(true|false)
  297. # SmallLake(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude)
  298. # Dungeon(Frequency,Rarity,MinAltitude,MaxAltitude)
  299. # UnderGroundLake(MinSize,MaxSize,Frequency,Rarity,MinAltitude,MaxAltitude)
  300. # Ore(BlockName,Size,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
  301. # UnderWaterOre(BlockName,Size,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....])
  302. # CustomObject(Object[,AnotherObject[,...]])
  303. # CustomStructure([Object,Object_Chance[,AnotherObject,Object_Chance[,...]]])
  304. # SurfacePatch(BlockName,DecorationBlockName,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....]
  305. # Tree(Frequency,TreeType,TreeTypeChance[,AdditionalTreeType,AdditionalTreeTypeChance.....])
  306. # Plant(PlantType,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
  307. # Grass(PlantType,Grouped/NotGrouped,Frequency,Rarity,BlockSource[,BlockSource2,BlockSource3.....])
  308. # Reed(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
  309. # Cactus(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
  310. # Liquid(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,BlockSource3.....])
  311. # AboveWaterRes(BlockName,Frequency,Rarity)
  312. # Vines(Frequency,Rarity,MinAltitude,MaxAltitude)
  313. # Vein(BlockName,MinRadius,MaxRadius,Rarity,OreSize,OreFrequency,OreRarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..])
  314. # Well(BaseBlockName,HalfSlabBlockName,WaterBlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..])
  315. # Boulder(BlockName,Frequency,Rarity,MinAltitude,MaxAltitude,BlockSource[,BlockSource2,..]
  316. # IceSpike(BlockName,IceSpikeType,Frequency,Rarity,MinAltitude,MaxAltitude,Blocksource[,BlockSource2,...])
  317.  
  318. # BlockName: must be the name of a block. May include block data, like "WOOL:1".
  319. # BlockSource: list of blocks the resource can spawn on/in. You can also use "Solid" or "All".
  320. # Frequency: number of attempts to place this resource in each chunk.
  321. # Rarity: chance for each attempt, Rarity:100 - mean 100% to pass, Rarity:1 - mean 1% to pass.
  322. # MinAltitude and MaxAltitude: height limits.
  323. # BlockSource: mean where or whereupon resource will be placed
  324. # TreeType: Tree (original oak tree) - BigTree - Birch - TallBirch - SwampTree -
  325. # HugeMushroom (randomly red or brown) - HugeRedMushroom - HugeBrownMushroom -
  326. # Taiga1 - Taiga2 - HugeTaiga1 - HugeTaiga2 -
  327. # JungleTree (the huge jungle tree) - GroundBush - CocoaTree (smaller jungle tree)
  328. # DarkOak (from the roofed forest biome) - Acacia
  329. # You can also use your own custom objects, as long as they have set Tree to true in their settings.
  330. # TreeTypeChance: similar to Rarity. Example:
  331. # Tree(10,Taiga1,35,Taiga2,100) - plugin tries 10 times, for each attempt it tries to place Taiga1 (35% chance),
  332. # if that fails, it attempts to place Taiga2 (100% chance).
  333. # PlantType: one of the plant types: Allium, AzureBluet, BlueOrchid, BrownMushroom, Dandelion, DeadBush, DoubleTallgrass, Fern, LargeFern, Lilac, OrangeTulip, OxeyeDaisy, Peony, PinkTulip, Poppy, RedMushroom, RedTulip, RoseBush, Sunflower, Tallgrass, WhiteTulip
  334. # or simply a BlockName
  335. # IceSpikeType: one of the ice spike types: Basement,HugeSpike,SmallSpike
  336. # Object: can be a any kind of custom object (bo2 or bo3) but without the file extension. You can
  337. # also use UseWorld to spawn one of the object in the WorldObjects folder and UseBiome to spawn
  338. # one of the objects in the BiomeObjects setting. When using BO2s for UseWorld, the BO2 must have
  339. # this biome in their spawnInBiome setting.
  340.  
  341. # Plant and Grass resource: both a resource of one block. Plant can place blocks underground, Grass cannot.
  342. # Liquid resource: a one-block water or lava source
  343. # SmallLake and UnderGroundLake resources: small lakes of about 8x8 blocks
  344. # Vein resource: not in vanilla. Starts an area where ores will spawn. Can be slow, so use a low Rarity (smaller than 1).
  345. # CustomStructure resource: starts a BO3 structure in the chunk.
  346.  
  347. SmallLake(LAVA,2,1.0,19,131)
  348. UnderGroundLake(25,60,2,5.0,0,61)
  349. Ore(QUARTZ_ORE,20,20,100.0,0,139,NETHERRACK)
  350. Ore(GRAVEL,32,10,100.0,0,139,STONE:0)
  351. Ore(OBSIDIAN,25,20,100.0,0,250,NETHERRACK)
  352. Ore(SOUL_SAND,37,20,100.0,0,250,NETHERRACK)
  353. Ore(GLOWSTONE,12,20,100.0,0,250,NETHERRACK)
  354. UnderWaterOre(SAND,7,3,100.0,DIRT,GRASS)
  355. UnderWaterOre(CLAY,7,3,100.0,DIRT,STONE:0,GRAVEL)
  356. UnderWaterOre(GRAVEL,6,1,100.0,DIRT,GRASS)
  357. Liquid(WATER,20,100.0,19,139,STONE:0)
  358. Liquid(LAVA,95,100.0,19,140,STONE:0,NETHERRACK,SOUL_SAND)
  359.  
  360. #######################################################################
  361. # +-----------------------------------------------------------------+ #
  362. # | Sapling resource | #
  363. # +-----------------------------------------------------------------+ #
  364. #######################################################################
  365.  
  366. # OpenTerrainGenerator allows you to grow your custom objects from saplings, instead
  367. # of the vanilla trees. Add one or more Sapling functions here to override vanilla
  368. # spawning for that sapling.
  369.  
  370. # The syntax is: Sapling(SaplingType,TreeType,TreeType_Chance[,Additional_TreeType,Additional_TreeType_Chance.....])
  371. # Works like Tree resource instead first parameter.
  372.  
  373. # Sapling types: All, Oak, Redwood, Birch, SmallJungle, BigJungle, RedMushroom, BrownMushroom, Acacia, DarkOak, HugeRedwood
  374. # All - will make the tree spawn from all saplings, but not from mushrooms.
  375. # BigJungle - for when 4 jungle saplings grow at once.
  376. # RedMushroom/BrownMushroom - will only grow when bonemeal is used.
  377.  
  378.  
  379.  
  380. # For virtual (replaceToBiomeName) biomes: Inherit all Sapling() resources from the
  381. # replaceToBiomeName biome. If a Sapling() with the same SaplingType is defined
  382. # in this config and the parent config, the one from this config is used.
  383. InheritSaplingResource: false
  384.  
  385.  
  386. #######################################################################
  387. # +-----------------------------------------------------------------+ #
  388. # | Custom objects | #
  389. # +-----------------------------------------------------------------+ #
  390. #######################################################################
  391.  
  392. # These objects will spawn when using the UseBiome keyword.
  393. BiomeObjects:
  394.  
  395.  
  396. #######################################################################
  397. # +-----------------------------------------------------------------+ #
  398. # | Structures | #
  399. # +-----------------------------------------------------------------+ #
  400. #######################################################################
  401.  
  402. # Here you can change, enable or disable the stuctures.
  403. # If you have disabled the structure in the WorldConfig, it won't spawn,
  404. # regardless of these settings.
  405. # Disables strongholds for this biome. If there is no suitable biome nearby,
  406. # Minecraft will ignore this setting.
  407. StrongholdsEnabled: false
  408.  
  409. # Whether a Woodland Mansion can be placed in this biome.
  410. WoodLandMansionsEnabled: false
  411.  
  412. # Whether an Ocean Monument can be placed in this biome.
  413. OceanMonumentsEnabled: false
  414.  
  415. # Whether a Nether Fortress can start in this biome. Might extend to neighbor biomes.
  416. NetherFortressesEnabled: true
  417.  
  418. # The village type in this biome. Can be wood, sandstone, taiga, savanna or disabled.
  419. VillageType: disabled
  420.  
  421. # The mineshaft type in this biome. Can be normal, mesa or disabled.
  422. MineshaftType: normal
  423.  
  424. # The mineshaft rarity from 0 to 100. 0 = no mineshafts, 1 = default rarity, 100 = a wooden chaos.
  425. # Note that mineshafts will never spawn, regardless of this setting, if
  426. # MineshaftType was set to disabled
  427. MineshaftRarity: 0.3
  428.  
  429. # The type of the aboveground rare building in this biome. Can be desertPyramid, jungleTemple, swampHut, igloo or disabled.
  430. RareBuildingType: disabled
  431.  
  432.  
  433. #######################################################################
  434. # +-----------------------------------------------------------------+ #
  435. # | Mob spawning | #
  436. # +-----------------------------------------------------------------+ #
  437. #######################################################################
  438.  
  439. # This is where you configure mob spawning. Mobs spawn in groups,
  440. # see http://minecraft.gamepedia.com/Spawn#Mob_spawning
  441.  
  442. # A mobgroups is made of four parts. They are mob, weight, min and max.
  443. # The mob is one of the Minecraft internal mob names.
  444. # See http://minecraft.gamepedia.com/Chunk_format#Mobs
  445. # The weight is used for a random selection. This is a positive integer.
  446. # The min is the minimum amount of mobs spawning as a group. This is a positive integer.
  447. # The max is the maximum amount of mobs spawning as a group. This is a positive integer.
  448.  
  449. # Mob groups are written to the config files in Json.
  450. # Json is a tree document format: http://en.wikipedia.org/wiki/JSON
  451. # Write a mobgroup like this: {"mob": "mobname", "weight": integer, "min": integer, "max": integer}
  452. # For example: {"mob": "Ocelot", "weight": 10, "min": 2, "max": 6}
  453. # For example: {"mob": "MushroomCow", "weight": 5, "min": 2, "max": 2}
  454. # A json list of mobgroups looks like this: [mobgroup, mobgroup, mobgroup...]
  455. # This would be an ampty list: []
  456. # You can validate your json here: http://jsonlint.com/
  457.  
  458. # There are four categories of mobs: monsters, creatures, water creatures and ambient creatures.
  459. # In custom biomes, you can add your own mobgroups in the lists below. In the vanilla biomes,
  460. # your changes are ignored.
  461.  
  462. # The monsters (skeletons, zombies, etc.) that spawn in this biome
  463. # For instance [{"mob": "Spider", "weight": 100, "min": 4, "max": 4}, {"mob": "Zombie", "weight": 100, "min": 4, "max": 4}]
  464. # Use the "/otg entities" console command to get a list of possible mobs and mob types.
  465. # Use the "/otg biome -m" console command to get the list of registered mobs for a biome.
  466. SpawnMonsters: [{"mob": "ghast", "weight": 50, "min": 4, "max": 4}, {"mob": "wither_skeleton", "weight": 100, "min": 4, "max": 4}, {"mob": "magma_cube", "weight": 2, "min": 4, "max": 4}, {"mob": "enderman", "weight": 1, "min": 4, "max": 4}, {"mob": "spider", "weight": 50, "min": 4, "max": 4}, {"mob": "skeleton", "weight": 40, "min": 4, "max": 4}]
  467.  
  468. # The friendly creatures (cows, pigs, etc.) that spawn in this biome
  469. # For instance [{"mob": "Sheep", "weight": 12, "min": 4, "max": 4}, {"mob": "Pig", "weight": 10, "min": 4, "max": 4}]
  470. # Use the "/otg entities" console command to get a list of possible mobs and mob types.
  471. # Use the "/otg biome -m" console command to get the list of registered mobs for a biome.
  472. SpawnCreatures: []
  473.  
  474. # The water creatures (only squids in vanilla) that spawn in this biome
  475. # For instance [{"mob": "Squid", "weight": 10, "min": 4, "max": 4}]
  476. # Use the "/otg entities" console command to get a list of possible mobs and mob types.
  477. # Use the "/otg biome -m" console command to get the list of registered mobs for a biome.
  478. SpawnWaterCreatures: []
  479.  
  480. # The ambient creatures (only bats in vanila) that spawn in this biome
  481. # For instance [{"mob": "Bat", "weight": 10, "min": 8, "max": 8}]
  482. # Use the "/otg entities" console command to get a list of possible mobs and mob types.
  483. # Use the "/otg biome -m" console command to get the list of registered mobs for a biome.
  484. SpawnAmbientCreatures: []
  485.  
  486. # Forge Biome Dictionary ID used by other mods to identify a biome and place
  487. # modded blocks, items and mobs in it.
  488. # This will only work for modded items/blocks/mobs that are placed in biomes
  489. # while chunks are being generated. Most mods that add mods add their mobs to
  490. # biomes' internal mob list when MC starts and let MC's mob spawning mechanics
  491. # handle the actual spawning. This means that when TC creates new biomes
  492. # when it generates a world other mods do not add their mobs to those biomes.
  493. # This can be solved by using the InheritMobsBiomeName setting to inherit a
  494. # a mob list from a vanilla biome.
  495. # NOTE: Only works for biomes with id's under < 255 (non-virtual biomes).
  496. # For virtual biomes the BiomeDictId is inherited via ReplaceToBiomeName.
  497. BiomeDictId: HOT, DRY, NETHER
  498.  
  499. # Inherit the internal mobs list of another biome. Inherited mobs can be
  500. # overridden using the SpawnMonsters, SpawnCreatures, SpawnWaterCreatures
  501. # and SpawnAmbientCreatures settings. Any mob type defined using those settings
  502. # will override inherited mob settings for the same mob.
  503. # Use this setting to inherit modded mobs from vanilla biomes (see also: BiomeDictId)
  504. InheritMobsBiomeName: Hell
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